Since they're determined by the order of sprites in a .BFT file,
they're best auto-generated by an enum as much as possible.
Part of P0074, funded by Myles.
So, master.lib has:
• super_put_tiny() for tiny-format 16×n sprites
• super_roll_put_tiny() for vertically wrapped tiny-format 16×16
sprites
• super_put_tiny_small() for tiny-format 8×n sprites
• yet *no* super_roll_put_tiny_small() function
And now we have ZUN adding micro-optimized versions of:
1) vertically-wrapped tiny-format 16×16, clearly based on master.lib's
super_roll_put_tiny(), RE'd in 35f9bd7
2) vertically-wrapped tiny-format 32×32
3) vertically-wrapped non-tiny monochrome 16×16 (TH05 only)
Conclusion: Even though 1) does duplicate a master.lib function, trying
to continue following master.lib's inconsistent naming convention only
leads to more confusion here. master.lib also already designates the _8
suffix to mean "x will be byte-aligned, ⌊x/8⌋*8"…
So let's:
• spell out both coordinates of the sprite size directly in the
function
• keep the z_ prefix to encode ZUN's optimized calling convention
(left/top coordinates in registers, ES already set to the beginning
of a VRAM plane, GRCG already on) for all of these, not just 1).
• and prefix the actual functions with _raw, since C land will want
to handle the coordinate parameter registers in a macro.
Part of P0073, funded by [Anonymous] and -Tom-.
The TH04/TH05 BGM/SE mode setup is a good example for code where
different structure field offsets will vanish completely upon reverse-
engineering. If we continued to use the per-game ID string as the
variable name, we'd only have another game-specific "difference" there.
Part of P0065, funded by Touhou Patch Center.
> not using the Point structure, which is not only perfectly suitable
here, but would have also generated much better code
Part of P0058, funded by -Tom-.
Welcome to this new [brand] of reverse-engineering, where we only fix
things that might be mistaken for addresses, without looking deeper
into what the actual functions do… unless that directly leaps into
the eye.
Part of P0057, funded by [Anonymous] and -Tom-.
"Splashes"? That's what uth05win calls them. Oh well, "circle" is
already taken, and merely keeping the slices in the item/ directory
won't avoid the name collision when looking at game code.
These are hardly visible on top of regular enemy explosion animations;
you can most clearly see them at the end of the TH04 Extra Stage
midboss. Easy enough to *almost* completely cover right now, even
during a position independence push. Struct strITEM_SPLASH in uth05win.
Part of P0057, funded by [Anonymous] and -Tom-.